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Forums - Nintendo - The truth about Nintendo

 

What do you think about Nintendo's attitude?

Awful, they should fail i... 189 14.04%
 
Pretty Bad, they should l... 385 28.60%
 
Not bad, they're just as anybody else 188 13.97%
 
Good, we need more like them 389 28.90%
 
Excellent, they don't need to change one bit 173 12.85%
 
Total:1,324
sundin13 said:

So then effort=time and you are being redundant when you say effort, money and time are the three factors? Also, effort doesn't really equal time. I could do something for 5 hours and put in little effort or do something for 1 hour and put in a lot of effort...

One person can make vocal music just as easily as one person can make instrumental music. There is no rule stating that vocal music has to take more effort, it is a case by case thing which cannot be evaluated using the tools that people unfamiliar with the process that was used to create the music (aka everyone outside the company).

What your first example sounds like to me is a company that doesn't have the skills to create music going out and telling someone else to do it. These bands are not part of the company and I am hard pressed to agree with your point that paying someone else to do the work for you is equivalent to doing the work yourself.

I really have nothing to say about Runori Kenshin as I have very little knowledge of it but I will say that it sounds to me like that one guy put in a hell of a lot of work.

Effort can be represented in man-hours work, which is different from time. Better saying, man-hours work is one (eventually among several) objective variable that represents effort and time. Effort is about talent, capabilities, dedication...basically how much you put in an our. And time is time. Both, with money (which is the source for the other resources), translate the commitment of the game developer in producing the best outcome for its clients.

I'm not trying to engage into deep and extensive analyses of the effort required to the soundtrack of each game. I'm just selecting some simple but highly correlated indicators that suggest how much effort / time / money they might have required. Don't bother to look at small ineffiences here and there of such a system. It is simple and it works quite well.

Ultimately, companies don't have any skills. People do. What is the difference between paying to inside or outside workers? The commitment is the same. Never heard of the expression "time is money"? That means you can buy money with time and time with money. The same applies to effort. A talented and very committed worker usually costs more. Conversely, a huge effort from your workers may result in a successful development decision that will make you save millions or months of work. Effort, time and money are all about the same resource, which I would call (in the specific case of videogaming) commitment to quality.

Regarding Rurouni Kenshin, yes most probably he did. But no matter how many hours he spent, he is only 1 man and thus the number of man-hours work could not be as great as several bands producing several tracks. Moreover, I can only find these kind of examples in instrumental music. Aside from Mobi, I don't know any other person that alone produces vocal music. Even if you find some examples of instrumental music that required a lot of time and effort and examples of vocal music that didn't, don't you see those are exceptions? I have more than enough evidences to take that conclusion.

 

sundin13 said:

Your questions about sonic:
First, why didn't Sonic Team create 30 vocal and 7 instrumental, why was it the other way around?: There is a reason that most soundtracks feature prominently instrumental music. Its because vocals are more distracting and tend to draw more attention from the listener. Therefore, it easier to place instrumental tracks in the background and have the listener focus on the task at hand rather than the music (whether that is what is happening in the movie or the gameplay in a game). I would hypothesize that the reason there were more instrumental tracks is that they simply only needed that many vocal tracks and the instrumental tracks fit into more places.
Second, what do you estimate to have been the most demanding soundtrack to create: the one from Sonic Adventure or the one from Mario 64?: I have no real way of knowing the answer to this question and neither do you. You could say that one has more tracks and therefore it took more work which is a very reasonable hypothesis. However, I do not believe that you can theorize that the vocal tracks took any more effort to make than the instrumental tracks. I would also like to point out that Sonic Adventure came two years later than Super Mario 64, which was a launch title and therefore needed to be released in a more timely mannor. Make of that what you will...

Once again, you are making subjective judgements based on percieved value and this discussion has absolutely no place in a thread that claims to be based around facts. Any comments on "effort" you make are strictly conjecture and any comments on time and money are just guesses.

The reason you point out is the "distracting" factor, mine is the demanding factor. Who is right? We will never know. But at least I showed you an example of a Sonic level that has vocal music. Why is it not distracting? Because it is played on low volume. But the result is just great. The same happens with several other games like NFS Hot Pursuit, Pro Skater, TrackMania, Crashday, SSX, MotorStorm, among many others: the volume is low so it's not distracting at all.

Regarding the 2nd answer, come on, you're not being honest. You surely hear Mario 64's music and realize how simple it is. Why can't you admit it? It has less tracks with less time, less instruments and less complexity. It was MUCH easier to produce. You tell there's a difference of 2 years. Fine, compare Sonic Adventure 1 with Mario Sunshine. It's almost the same thing and instead of 2 years "disadvantage" you have 3 years "advantage".

 

sundin13 said:

a. ...errr what? That was 100% off topic. We agree that vocals are just another instrument, yet you still say that vocals are are good indicator of effort. That makes no sense. Using the same logic I could say "well x game uses a timpani in its soundtrack and therefore it took more effort than every game that didn't feature a timpani". Are you getting how dense you are being yet?

Also, the exact numbers are difficult to count and I don't have time for that. However, your logic is highly flawed as stated above. That was my point.

You fail to understand the extent of an indicator. Let's suppose that musicians in general only feel the need to use voice in music when it's highly complex and full of instruments. That is only a conjecture. But, regardless that to be true or false, the fact is that the use of voice in music is highly correlated with complexity, sophistication and number of instruments. So, even if that assumption is not the cause, something else is the cause and the main point is that correlation does exist, even if it's not at 100%. That's why an indicator is used. Not to explain facts but to show patterns. Same thing applies to Statistics.

 

sundin13 said:

b. You essentially said that licenced sountracks take more time, effort and money than non licensed, instrumental soundtracks. Once again, I disagree on that point and I find it ridiculous that you would imply that paying someone else to do the work for you requires more effort than doing the work yourself. I honestly don't see the point you are trying to make with this. It just sounds silly. You can argue it all you want but saying "nintendo makes their own soundtracks" should not be used as evidence towards your point that Nintendo soundtracks take less time, effort and money.

Also, I think the burden of proof for this is on you: "Feel free to find references about the soundtrack of other competitors of the same or different Nintendo franchises."

@"You are confusing 2 things":

1. Thats pretty much what I said. We are talking about the industry standard and I said it seemed to become fairly standard in the mid 2000s, after Nintendo had been already using vocals for a while. I don't really know why you said this as its obvious I was not making that mistake.

2. ...Okay, cool. I wasn't even talking about KI here but okay. As I have already said, nintendo has used vocals in a bunch of soundtracks from Metroid, Zelda, F-Zero, Killer Instinct, Xenoblade and more...

Licensed soundtracks are neither greater nor lesser than original soundtracks, and I never said anything against this. But if your trying to compare licensed vocal soundtracks with original instrumental, you are already mixing 2 subjects and now I understand why you are making wrong conlusions. Usually, vocal music is indeed more demanding than instrumental (you already know my opinion about this) but it has nothing to do with whether it's licensed or original.

Paying someone to do it for you doesn't require more effort. Please understand that effort and money are 2 different things. They are subsitutional resources but they are not the same thing.

The onus of proof is mine regarding everything that is said in the OP but you must also answer for your claims. You cannot say the OP is wrong without presenting evidence. At most, you can say it may not be right. But then I ask you to specify which sentence of the OP may not be right regarding this subject.

@Point 1: You were and still are making that mistake. At the moment you are comparing the rest of the industry moving to the vocal standard in the mid 2000s with Nintendo using vocals for a while. Using a few vocal parts in few tracks of few games is not the same as massively shifting to vocal music.

@Point 2: So what? The OP doesn't say they don't use it. It just says they've adopted it later than the competition.

 

sundin13 said:

c. Sonic's "evolution" is what has made it one of the most laughed at franchises of all time, producing some of the worst games of all time such as Sonic 06. Even games like Sonic Adventure, while fairly well received when it was released, tend to be looked back at in a negative light as demonstrated by the metascore of 48 for the release on the 360. This "evolution" has made it so the only really sucessful games in the franchise are the ones that call back to the old days like Sonic Generations. The whole "trying to be cool" thing that Sonic maintained is a large part of what caused the franchise to be destroyed and resulted in games like Sonic 06 and Shadow the Hedgehog.

Mario on the hand, continues to produce great games that are critically praised and remembered as not only some of the best games on whatever platform they appear on but some of the best games of all time. Mario games have stayed true to their roots while continually changing and have for the most part given a very new experience in each of their 3D efforts. From 64 to Sunshine to Galaxy1/2 to 3D World/Land, each series gives a fairly different experience with their own unique style. When people talk about what kind of mario game they want they see the difference between each of these franchises and see that they each have their own style. Mario games change and innovate while remaining true to themselves and remaining great.

"not only because (fairly on unfairly) simplicity is not considered an issue but also because Nintendo games sell many millions and web sites cannot afford to be unpopular (the OP elaborates on this).":
You have absolutely no evidence to back this up and I am appauled that you would even say that this is anything other than a paranoid conspiracy theory...

Also, about the Latin Tracks, I originally meant that to be a fun fact (as shown by the "fun fact" tag *rolls eyes*) however, after thinking about it more, I think this pretty much proves a few of my points.
First of all, this shows that Nintendo chooses the soundtrack of Mario games, not because they are easy but because they just fit with their vision. After doing a little more research on this, I found that after the Latin tracks were rejected, Miyamoto was shown three tracks for the Galaxy games. One was Orchestral, one a blend between Orchestral and Pop and one Pop. After hearing these three pieces, Miyamoto chose the orchestral piece because he felt that it best demonstrated the vision for what they wanted the mario game to be.
This also helps refute your point that Nintendo just does what is easy. Why would a company who is only looking to do what is easy and cheap, spend the time developing 28 songs, then scrap these songs and start anew creating a full soundtrack based around a 50 piece orchestra?

I don't want to elaborate on this because it's already off-topic but for me Sonic Adventure 1 and 2 are by far the greatest platformers of all time. And when I say "of all time" I don't mean "oh they were so good when they appeared", I mean today. They didn't sell because they were on a console with very low sales and lots of piracy, so the critic wasn't pressured at giving them high scores. Many gamers didn't enjoy it either because they weren't able to assimilate in their minds the huge leap forward Sonic was making. Anyway, this is just my opinion.

Unlike you say, Mario has not evolved and New Super Mario Bros U seems the same 2D game they have been doing since 1985. Mario 3D got some minor evolutions but it continues to be the same basic character in the same sketch environment devoided of complexity.

Inflated scores to best sellers is not a conspiracy theory. It's business. You are naive if you don't see that and think videogaming web sites could afford to express their own specific opinion about everything, ignoring the way millions of people think (regardless whether they are basic, have very limited knowledge and superficial tastes). They need to please their clients, the site visitors, even if some of those people only care about Wii Fit and Just Dance. The solution is not to give bad scores to those games. The solution is to find who likes those games and put him/her doing good reviews for them. Otherwise, their business would be severely damaged.

On the other hand, there's no big problem in giving bad scores to brilliant niche games like TrackMania Original (which received 5.9 from IGN) or Crashday (which received 4.8 from Gamespot). Some other niche games are lucky to be appreciated by these sites' staffs and get high scores. But, for million sellers, things can't be random. They must get positive comments.

As for those 28 songs from Mario Galaxy, if they were instrumental-only and very simple, that was not much of a waste. But if they were vocal and complex, then I must review my opinion about Nintendo regarding soundtracks. Can I hear some of those tracks?



Prediction made in 14/01/2014 for 31/12/2020:      PS4: 100M      XOne: 70M      WiiU: 25M

Prediction made in 01/04/2016 for 31/12/2020:      PS4: 100M      XOne: 50M      WiiU: 18M

Prediction made in 15/04/2017 for 31/12/2020:      PS4: 90M      XOne: 40M      WiiU: 15M      Switch: 20M

Prediction made in 24/03/2018 for 31/12/2020:      PS4: 110M      XOne: 50M      WiiU: 14M      Switch: 65M

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mysteryman said:
Zod95 said:
sundin13 said:
Zod95 said:

I'm not assuming they aren't high quality because my focus isn't on quality but commitment to it (remember our conversation on the Unity thread?). Commitment is easier to perceive through objective variables like effort, time and money.


I would just like to say that "effort" is not objective and you have no way of knowing how much time and money was put into the music that was created for any given game...

doesn't that destroy your entire argument from an objective standpoint? (meaning that you cannot objectively argue that Nintendo puts in less effort or time or money into music than any other game).

Let me ask you again...what exactly is your point here? I think we have not only proven that Nintendo does, and has for a while used vocals in their soundtracks and we have said that there is no objective measure that can be used to measure effort or complexity or quality in music...doesn't that mean that you have essentially no point in this particular debate and you cannot objectively stand by your vague conclusion or assumptions?

Effort can be translated into number of man-hours work. And that's objective.

Yes, I have no way of knowing that but I have several ways to estimate it. Let me give you one example: TrackMania. Nadeo hired 12 bands to create exclusive music tracks to TrackMania Sunrise. The result was: 13 tracks, most of them with vocal parts. Then they made Nations and United, each one with a brand new soundtrack this time instrumental-only: Nations got 4 tracks and United got 8. Do you know who made them? One guy. That's all it needs to create instrumental-only music. Not 12 bands, 1 guy. Of course I don't know if the previous 12 bands spent only a few ours and this new guy spent thousands of hours creating those musics, but I'm confident this was not the case.

Let me give you another example, this time out of videogaming: Rurouni Kenshin. Aside from the openings and endings, do you know how many music tracks the anime has? 92. Do you know who made them? One guy. Again, I don't know whether he spent his entire life doing that. But I'm pretty sure it took a lot less than that. I'm a fan of instrumental-only music and I know a lot more cases than these two. And, by my experience, I'm inclined to say that this kind of music usually takes a lot less resources to be made than vocal music. Of course I know some other cases where such music demands an entire orchestra. Here the effort is similar, since it takes more people but less time (again, this is only considering my knowledge as a fan of instrumental music). But these cases are not common in videogaming.

Now let's look at Sonic and Mario. Sonic Adventure 1 has: 7 vocal music tracks and around 30 instrumental music tracks. Mario 64 has: 0 vocal music tracks and around 20 instrumental. Now I have 2 questions for you. First, why didn't Sonic Team create 30 vocal and 7 instrumental, why was it the other way around? Second, what do you estimate to have been the most demanding soundtrack to create: the one from Sonic Adventure or the one from Mario 64? I guess you already know what my conclusions are.

To conclude, what is my point (on the OP) with all of this? Simple, just to deliver some indicators about the effort Nintendo puts into its games (compared to the competition). Then people decide what conclusions can be taken. Some may easily perceive that vocal music demands a different kind of commitment while others may twist any logic that that exposes Nintendo's fragilities until the end of the world.

You start off with a metric that is objective (however completey useless, but I'll get to that), and then start estimating numbers to prove a point. You get lost on the way, between the objective measure itself and the estimated measurement, still believing that you are being objective. I can pull numbers out of the air as well and say that they are reasonable, but it doesn't make it so.

As for the usefulness of comparing man-hours as an objective way to 'filter good games', you completely ignore skill and quality of work. Man-hours don't prove anything without knowing whose man-hours they are. You can complain that it would become a subjective debate then, but it is inherently subjective, trying to disassociate the quantitative aspect of man-hours from the qualitative is a lost cause.

As an example, Game A uses several thousand interns who spend a year learning and backtracking to ultimately produce their first game. Game B uses a small team of experienced developers for a year. Game A would undoubtedly mop the floor with Game B in man-hours, but is this 'quality/effort filter' actually proving anything?


Let me be as demanding with you as you are with me: you start off with some solid points (however completely useless, but I'll get to that) and then start arguing based on them to prove a point. You get lost in your own reasoning, still believing you're making sense. I can pull criticism out of the air as well and say it applies to you, but it doesn't make it so. How about this?

You and other people here demand from me an extremely high accuracy that not even you are able to follow. It's easy to criticize me out of thin air, not giving subtancial arguments, not providing evidences to back up your claims, and then demand the opposite from me. Well, from now on, I will be as demanding with you. If you want to criticize anything, it's better that you do it full of evidences and well structured arguments.

Now let's go to your substantial claims: you say that I completely ignore skill and quality of work. That is false and thus your example is a fallacy. Highly qualified work costs more --> that is related to money --> money is 1 of the 3 factors I use to assess commitment --> commitment to quality is different from good games, so I don't assess good/bad, which is another false argument you use. You presented no evidences, your arguments are fallacies and your claims are blatant lies.



Prediction made in 14/01/2014 for 31/12/2020:      PS4: 100M      XOne: 70M      WiiU: 25M

Prediction made in 01/04/2016 for 31/12/2020:      PS4: 100M      XOne: 50M      WiiU: 18M

Prediction made in 15/04/2017 for 31/12/2020:      PS4: 90M      XOne: 40M      WiiU: 15M      Switch: 20M

Prediction made in 24/03/2018 for 31/12/2020:      PS4: 110M      XOne: 50M      WiiU: 14M      Switch: 65M

Viper1 said:
Zod95 said:
Viper1 said:

Then why did you ask?  Either you were asking because you didn't know or as I first stated, it wasn't a question but a declarative statement with a tagged question on the end.

Because I'm not an expert about Nintendo

and I wanted to know your opinion about whether we should count Rare as Nintendo or not.

Finally, something we agree upon.  Perhaps you should consider this in relation to your original post and its premise....to which I've refuted several pages ago and you've yet to address.

As for counting Rare as Nintendo, of course we should.  They owned a controlling interest, which in business terms means ownership.  Therefore it is irrelevant whether the ideas, coding or technical prowess came from Kyoto or Twycross, England. 

I have been quite busy these days and my ability to respond to all the posts addressed to me has been low (as you can see). But if you post it again here I promise I will try to answer it. Maybe you could eliminate the points that were already discussed in the meanwhile.



Prediction made in 14/01/2014 for 31/12/2020:      PS4: 100M      XOne: 70M      WiiU: 25M

Prediction made in 01/04/2016 for 31/12/2020:      PS4: 100M      XOne: 50M      WiiU: 18M

Prediction made in 15/04/2017 for 31/12/2020:      PS4: 90M      XOne: 40M      WiiU: 15M      Switch: 20M

Prediction made in 24/03/2018 for 31/12/2020:      PS4: 110M      XOne: 50M      WiiU: 14M      Switch: 65M

@Zod:

First I would like to adress this statement here:

"You and other people here demand from me an extremely high accuracy that not even you are able to follow. It's easy to criticize me out of thin air, not giving subtancial arguments, not providing evidences to back up your claims, and then demand the opposite from me."

You are misunderstanding a lot of things. I personally am saying "your opinion is not fact", not "your opinion is wrong". To do this, I am poking holes in your theories and opinions to demonstrate that you aren't being objective in your points. That is what I am arguing. Feel free to hold these opinions and I will not cross you, but don't pretend they are facts. That is why we demand accuracy. A fact, by definition is something that can be proven. You are not providing us with "facts", you are providing us with conclusions based loosely around facts.

Anyways, on to the rest:

a. "Effort=talent+dedication+capabilities"
The above is your definition of the word effort. I would just like to point out that none of those words have a quantifiable measure and as such, effort is not an objective term. Others have went into this already so I will be quick, but assigning a value to "effort" you are making some sort of value judgement or assumption in your head that cannot be proven or measured and therefore cannot be considered factual evidence (feel free to hold your opinion though).

b. "I'm just selecting some simple but highly correlated indicators that suggest how much effort / time / money they might have required. Don't bother to look at small ineffiences here and there of such a system. It is simple and it works quite well."
Simple: Yes
Works well: Arguable
Once again, you are just making things up without any real factual basis. Also, the inefficiencies are not small. I have already said this but your argument is as follows: Vocals+Instrument is more effort than Instruments only. However you agreed that vocals are just another instrument. Therefore, by the transitive property Any Specific Instrument+Instruments is more effort than Instruments only (lacking specific instrument. That means, by your logic, an equal conclusion would be Any song with a Piccolo (Specific Instrument+Other Instruments) takes more effort than any song without a Piccolo (Other Instruments Only). That my friend is broken logic.

c. "Ultimately, companies don't have any skills. People do. What is the difference between paying to inside or outside workers?"
So you would give Mamoru Samuragochi (look him up) applause for all the "effort" he put in to "writing" all his music then? I personally would applaud someone more for drawing a nice picture than paying a friend to draw a picture for them...I guess we are getting too far away from the argument at its core in this particular discussion but I will allow you to keep your opinion that licensed music is of equal (or in some cases greater) worth than original music.

d. "A talented and very committed worker usually costs more."
So then you know how much each of those bands who worked with Sonic Team was paid in comparison to standard payments doled out for the purchase of new compositions in other video games? I'd like to see those figures please!

e. "But at least I showed you an example of a Sonic level that has vocal music."
I would like to point out just how different that particular level is to 3D mario games and how similar it is to..(see next point)

f. "NFS Hot Pursuit, Pro Skater, TrackMania, Crashday, SSX, MotorStorm"
...pretty much all racing/sports games...I think that is pretty interesting dont you? I think it lends itself well to the idea that vocal music is good for a certain type of game (typically the kind where you don't really think too much and just go with the flow, which is typically fairly fast paced) and not so good for other types.

g. "Regarding the 2nd answer, come on, you're not being honest. You surely hear Mario 64's music and realize how simple it is. Why can't you admit it? It has less tracks with less time, less instruments and less complexity."
First of all, I would like to say that you were the one who didn't want to argue about musical complexity because it really isn't something that can be measured.
Second, I would like to say that I am truly jealous of your magical ears that allow you to hear effort. That is truly a miracle...
Third, I would like to say that I find it humorous that you are trumpeting generic, cheesey rock tracks as your paragon of musical effort.

h. "But, regardless that to be true or false, the fact is that the use of voice in music is highly correlated with complexity, sophistication and number of instruments."
Woah, I would directly argue that point! Most rock bands have 1-2 guitars, bass, drums and vocals. Most pop bands have vocals and some electronics. Most rap bands have vocals and some electronics. Most symphonies have well over 10 different instruments, with multiple people at some instruments. Then there are bands such as Explosions in the Sky or Godspeed You! Black Emperor who fall into the category of Post-Rock which typically is more complex and sophisticated and has more instruments than most rock bands.
I would say that the opposite point is true. Vocals make songs easier to carry in simple, repetive pieces (I have already went over this) because they give the brain something to attach to. Take vocals out of most songs and you are left with something quite boring and repetive. Because of this, acts lacking vocals must go the extra mile in their compositions to keep their music interesting and keep it from getting boring.
Just another way in which your indicator is broken...

i. " The onus of proof is mine regarding everything that is said in the OP but you must also answer for your claims. You cannot say the OP is wrong without presenting evidence."
I don't say the OP is wrong, I say that it is not fact (and therefore, not "truth). I have already explained this and I think it is pretty clear that what you are saying is not some objective truth but instead your opinion, which is based on your interpretation of some facts.

j. "You were and still are making that mistake. At the moment you are comparing the rest of the industry moving to the vocal standard in the mid 2000s with Nintendo using vocals for a while. Using a few vocal parts in few tracks of few games is not the same as massively shifting to vocal music."
So Nintendo is no longer allowed creative freedom to create tracks that fit he mood of the piece and use vocals when they deem it necessary and they must instead follow the industry standard, even if it means sacrificing artistic freedom and it jeopardizes the mood or environment of the game?
Nintendo uses vocals when they feel that vocals would make the music better fit for the game. Isn't that what everybody in the game industry should do instead of just blindly following? Isn't this something that should be lauded, not insulted?

k. "It just says they've adopted it later than the competition."
But they didn't...we've already gone over this. I get that you may point me to "j" as what you mean in this point but I will once again point you towards my response to J. You are advocating following the leader, not innovation. Nintendo uses vocals when it should use vocals and it has been that way for a long time and it should stay that way for a long time. The industry would be a better place if more companies did what they thought was best for the game instead of following the leader....

l. " I don't want to elaborate on this because it's already off-topic but for me Sonic Adventure 1 and 2 are by far the greatest platformers of all time."
Woah...woah.....WOAH...let me just point you to this again: http://www.metacritic.com/game/xbox-360/sonic-adventure
I mean, I know metacritic isn't a fact but not one of those 28 professional reviewers gave the game above a 70. I think you are quite far in the minority here.
The rest of this paragraph is fairly standard conspiracy theory bullshit...to be honest, I'm surprised you haven't started blaming the illuminati for things yet. Next are you going to tell me that Sonic 06 was a shining example of great gameplay mechanics?

m. " Unlike you say, Mario has not evolved and New Super Mario Bros U seems the same 2D game they have been doing since 1985."
I was obviously talking about 3D mario here due to the fact that I blatantly said I was talking about 3D mario. However, the New series was obviously a direct throwback to the classic mario games and was designed as such. The market was very receptive to this because Nintendo really hadn't made many (any?) 2D mario games since the SNES era. This is an example of Nintendo being able to read the market and releasing a 2D game in an era where the market clearly wanted 2D mario (remember all that talk about how Nintendo didnt follow the market? once again, I will say you are right, they lead it).

n. "Mario 3D got some minor evolutions but it continues to be the same basic character in the same sketch environment devoided of complexity."
Once again, whenever someone talks about what style 3D mario they want, they bring up one of the various 3D mario games in the past, because they each have their own unique feel and style while holding on to the central pillar of what makes the franchise great. These are of course just my opinions on the matter but I think they are supported well enough that you cannot claim every 3D mario is the same as fact (once again, I'm not arguing your opinion...just saying that they aren't facts).

o. "you are naive if you don't see that and think videogaming web sites could afford to express their own specific opinion about everything"
And you are naive to believe that sites would call a game that they hate the best platformer of all time or give out 10s left and right. You have no proof here and while score inflation is likely a thing, it would not cause a bad game to be heralded as one of the best of all time. Nintendo games hold the top three spots for best reviewed games of all time at gamerankings and three 3D mario games are in the top 10 (2 in the top 3). You are absolutely insane to think this is just because reviewers are afraid to say something bad about a Nintendo game (despite saying bad things about Nintendo almost every day)

p. "On the other hand, there's no big problem in giving bad scores to brilliant niche games"
Yet niche games or indie games still frequently recieve great scores from reviewers. This seems more like a case of you having bad taste than anything.

q. " As for those 28 songs from Mario Galaxy, if they were instrumental-only and very simple, that was not much of a waste."
Hold the ****ing phone. You haven't even heard these songs and you are calling them simple. Funny stuff.......jeesh, you are becoming more and more of a waste of time the longer I debate.

I would like to restate the key part of this argument: Your opinions are not factual. They are conclusions loosely based on facts. Please realize this or you are just going to keep embarassing yourself

(edited for language)



Zod95 said:

Effort can be represented in man-hours work, which is different from time. Better saying, man-hours work is one (eventually among several) objective variable that represents effort and time. Effort is about talent, capabilities, dedication...basically how much you put in an our. And time is time. Both, with money (which is the source for the other resources), translate the commitment of the game developer in producing the best outcome for its clients.

Here is an issue with your 'objective' measure: one of your core 'objective' metrics is subjective at heart by your own definition. How can you objectively measure talent, and then how it translates to work output? Keep in mind that passing the buck to 'payroll' for talented staff is inherently fallible, as there are many other deciding factors that determine pay.


Zod95 said:

Licensed soundtracks are neither greater nor lesser than original soundtracks, and I never said anything against this. But if your trying to compare licensed vocal soundtracks with original instrumental, you are already mixing 2 subjects and now I understand why you are making wrong conlusions. Usually, vocal music is indeed more demanding than instrumental (you already know my opinion about this) but it has nothing to do with whether it's licensed or original.

 

The onus of proof is mine regarding everything that is said in the OP but you must also answer for your claims. You cannot say the OP is wrong without presenting evidence. At most, you can say it may not be right. But then I ask you to specify which sentence of the OP may not be right regarding this subject.

1. This is your opinion, you said it yourself, but you still state it as fact. Also, using "usually" is a complete cop-out, which you will no doubt return to when someone points out your error to exhonerate yourself of the claim, yet you will continue to treat it as a solid claim. You can't have it both ways.

2. This seems to be the source of a lot of your confusion. You agree that the burden of proof is yours, but if flaws are pointed out, the onus is still on you to counter appropriately with evidence.

"When debating any issue, there is an implicit burden of proof on the person asserting a claim. An argument from ignorance, which is a logical fallacy, occurs when the lack of proof for a proposition is assumed to prove that the proposition is false.  This has the effect of shifting the burden of proof to the person criticizing the claim, but is not valid reasoning" [1]

I can indeed say the OP is wrong without providing evidence. If you cannot provide sufficient evidence to actually support your OP, then it is not valid. Not the other way around.

Similarly, I have pointed out serious flaws in your 'objective' measure of 'effort' in games to filter out quality titles, and shown that your filter is flawed and omits many quality games. The onus is not on me to provide you with a flawless system, that is your job. Furthermore, that does not validate your 'quality filter' just because it is the best tool you have at your disposal. You know its limitations, yet continue to use it to work outside those limitations i.e. prove all games that don't meet your criteria are bad/not requiring effort.



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Zod95 said:

Let me be as demanding with you as you are with me: you start off with some solid points (however completely useless, but I'll get to that) and then start arguing based on them to prove a point. You get lost in your own reasoning, still believing you're making sense. I can pull criticism out of the air as well and say it applies to you, but it doesn't make it so. How about this?

You and other people here demand from me an extremely high accuracy that not even you are able to follow. It's easy to criticize me out of thin air, not giving subtancial arguments, not providing evidences to back up your claims, and then demand the opposite from me. Well, from now on, I will be as demanding with you. If you want to criticize anything, it's better that you do it full of evidences and well structured arguments.

Now let's go to your substantial claims: you say that I completely ignore skill and quality of work. That is false and thus your example is a fallacy. Highly qualified work costs more --> that is related to money --> money is 1 of the 3 factors I use to assess commitment --> commitment to quality is different from good games, so I don't assess good/bad, which is another false argument you use. You presented no evidences, your arguments are fallacies and your claims are blatant lies.

@bolded: Quite ironic considering the demands you place on others for counter-evidence. Perhaps if you started out your claims with solid evidence, there wouldn't be any issues.

Please see my previous post, the onus is on you as you made the initial claim. Don't fall victim to that logical fallacy.

I have already pointed out that using wages is fallible as there are many factors that determine someone's pay. Especially considering Nintendo's wage cuts for execs. Actually, wouldn't you agree that a highly skilled worker taking on a job for pay below their skillset is an indicator of more commitment? Where does this fit into your grand agenda that Nintendo are only out to fill their own pockets?




Final-Fan said:
Zod95 said:
Final-Fan said:

1.  No, I said, essentially, 'yes, they may emulate real fighting techniques, but they also have ridiculous crap like Ivy's chain sword etc.', which segues into a more general point about the relative levels of realism in both games.  But even concentrating on just the fighting techniques, I ADDRESSED YOUR POINTS, and you just dismissed it. 

As for the MDM challenge:  "Nintendo has made more profit off of games than Sony or Microsoft." 

I also have a bonus challenge in mind, but it's only for after you're completely done fulfilling your challenge on the above statement.  "The fact that Nintendo is completely reliant on video game sales as a company suggests it has more at stake concerning the well-being and future of the video game industry than either Microsoft or Sony, and therefore more reason to care about it." 

Nice! Let me try:

1st - No, that's a blatant lie. Nintendo has made more money while depreciating some intangible assets like the goodwill of gamers to buy their products, which is now very low and that's why Wii U doesn't sell. Therefore, Nintendo has made less profit than Sony, which continues to have acceptance among gamers.

2nd - That's also a blatant lie. First, Nintendo has been selling many hardware peripherals, which are only videogame sales in your opinion. Second, even if that was true, Sony's and Microsoft's other divisions are also reliant on videogames. How will PC Windows sell when there is no games? How will Bravia TVs sell when there is no consoles? Third, Sony and Microsoft have not yet recovered everything they have invested on videogaming and thus they have more at stake regarding the future of this market than Nintendo, which has already segregated huge amounts of wealth into a safe place.

It's so easy to be on this side of the fence

Final-Fan said:

2b.  I didn't base that assertion on my opinion of those types of music, but rather logic.  Consider: 
–Since I+V music is, in fact, I PLUS V, doesn't it stand to reason that if you take out all the complexity in the V part, the I-only remains will be likely to be less complex than I-only music that still has all of its complexity and was DESIGNED to be complete by itself while the I-minus-V music wasn't? 
–Doesn't it stand to reason that the more components are in something, the more complexity can be achieved?  Nintendo's orchestral music would therefore have much more potential complexity than a rock band with less than a dozen people in it (including the singer). 

You are disregarding the fact that some music tracks may be, in essence, more complex than others and therefore the "designed to be complete" may not make much sense to apply. What is "complete" to an artist may not be to another. Instrumental-only music may be, in general, more empty than vocal music. To claim it isn't it's just your opinion unless to present evidence.

1a.  I presume by "1st" you are addressing the first challenge, as I requested.  Therefore, you didn't really address at all the very fact Nintendo has made that $32 billion you were complaining about when you began this thread.  In order to question that statement you basically have to contradict your own earlier position.  But instead you just spouted irrelevant nonsense.  [edit:  deleted an irrelevant argument of my own]

1b.  "2nd" OK, I admit Nintendo also makes video game hardware, and that video game hardware can be a source of business by [edit:  both direct profit and] getting royalties from third parties publishing their games on it.  But it is well known that Nintendo hardware has not attracted enough business to their home consoles to be particularly successful in this way for over a decade now.  So yes, they are reliant on video game sales.  Their hardware depends on their software, not the other way around; if no one bought Nintendo games, the hardware would soon follow. 

Your analogies are—I'm going to be blunt here—idiotic.  People buy TVs to watch TV even more than to play video games.  People buy computers for business, the Internet, email, and a thousand things other than video games.  When the PS3 launched in 2006 you could use it as a Linux computer, but let's be honest here, it would never succeed if there were no PS3 games.  If there were no computer games, computers would still be successful, even if the market took a hit and some individual businesses would be in trouble. 

Saying MS and Sony have more "at stake" because they have not recovered the money they've spent sounds a lot like the "sunk costs" fallacy.  It's nonsense.  If they think they can make money somehow by investing in games (even if they make money on TVs people buy to make their games look better or because Sony fanboys like Sony TVs better or something), then they will stay in it.  If they think that investing in games would lose them money overall, then they will walk to the door, no matter how much money they've sunk, because as a business they don't want to sink even more with no expectation of ever getting it back. 

2.  So if some music is just inherently more complex than other music, then the implication is that how complex a piece of music is depends on how it was composed rather than simply whether it has vocals in it, which is very sensible, and destroys your entire argument. 

1: You can't expect me to be honest on this challenge. This doesn't reveal my true opinion and I don't need to be coherent or reasonable, just logical (that's why it is so easy). It's just to show you that it's totally possible to raise issues on any fact and argue forever in order to make it look like an opinion that's not even shared by everyone and thus it can be called a blatant lie when someone tries to put it as a fact. That's essencially what has been happening here with the OP.

Are you convinced yet or do you want me to continue the challenge?

2: As I said several times before to other people, voice in music is just an indicator, so it doesn't destroy my argument at all.



Prediction made in 14/01/2014 for 31/12/2020:      PS4: 100M      XOne: 70M      WiiU: 25M

Prediction made in 01/04/2016 for 31/12/2020:      PS4: 100M      XOne: 50M      WiiU: 18M

Prediction made in 15/04/2017 for 31/12/2020:      PS4: 90M      XOne: 40M      WiiU: 15M      Switch: 20M

Prediction made in 24/03/2018 for 31/12/2020:      PS4: 110M      XOne: 50M      WiiU: 14M      Switch: 65M

mysteryman said:
Zod95 said:

I think you are going too far. I had never presented such a logic. I only acknowledge that vocal music (with instruments, of course) demands a higher minimum effort than instrumental-only.

Music is Mario 64 is simpler, it has definitely less instruments than in Sonic Adventure, less music tracks and no vocals. Is it enough for you? It's not merely because of vocal music (this is only an indicator).

If some musicians create more with less effort, then they are most probably more expensive so it all comes down to the same thing (I have been saying for quite some time): effort / time / money.

Design choices are not valid arguments. If, by design choice, I decide to create a very simple game that is extremely easy and quick to develop, I'm not as commited as other dev that puts millions of euros and man-hours work on another game.

It's very interesting that you would make this argument, considering you have previously discounted artistic creation as being (paraphrasing) "effortless".

It's very interesting that you can't understand, on the text you bolded, that effort and money are separated by a "/", not by a "=". The example I had considered was about less effort and more money. In the end, the amount of commitment should be the same.

 

mysteryman said:

However they do need more than $0.

And...?

 

mysteryman said:

It's been mentioned to death that Sony and Microsoft may leverage off other departments, so pure profit from gaming isn't necessary.

Their consoles also serve as loss leaders, multimedia Trojan horses, advertisement boards, tools for brand recognition etc. which are all worth the additional cost to Sony and Microsoft, particularly when they can leverage off other departments.

Your comment doesn't contradict mine at all. Anyway, could you give me 2 examples for each of those purposes?

- loss leaders

- multimedia trojan horses

- advertisement boards

- tools for brand recognition



Prediction made in 14/01/2014 for 31/12/2020:      PS4: 100M      XOne: 70M      WiiU: 25M

Prediction made in 01/04/2016 for 31/12/2020:      PS4: 100M      XOne: 50M      WiiU: 18M

Prediction made in 15/04/2017 for 31/12/2020:      PS4: 90M      XOne: 40M      WiiU: 15M      Switch: 20M

Prediction made in 24/03/2018 for 31/12/2020:      PS4: 110M      XOne: 50M      WiiU: 14M      Switch: 65M

Zod95 said:

 

1 dollar spent on Sony or Microsoft products means 1 dollar to feed hardware and software developers for the production of more and better games. 1 dollar spent on Nintendo products means a very significant part of it out of the videogaming industry. It’s interesting to realize that the only 100% gaming corporation making consoles nowadays is also the only one taking money away from the gaming cycle.

 

 


What a BULLSHIT.

 

Again. BULLSHIT.

 

All three a public traded companies. And as such they should pay four times a year some money to their owners (aka "investors"). So they want to make money.

 

It seems that you're brainwashed by the Xbox One and PS4 campaigns. 

 

Truth is - with Xbox One and PS4 you'll get the least value for your money comopared to a PC of any console generation ever!

 

In fact both Xbox One and PS4 use a APU whose cores were designed for netbooks combined with a GPU which is middle-class now. And entry level within the next to years...

 

So: Sony and Microsoft betrayed the console gamers...



forest-spirit said:

But how could you possibly present that as some kind of rule, that vocal music always require more effort than instrumental-only? How much knowledge do you actually have about music theory, composing etc? So far you've completely ignored the part of music making where you actually make music. You only look at the number of instruments and if there's any vocals or not, and ignore the rest. You might as well claim that the effort behing a piece of music can be calculated by the length, the number of notes, the amount of accords, tempo shifts etc. Because if two composers write music for piano and one uses 54 notes and the other 67, the one who used the most notes clearly put in the most work, right?

Again, voice in music is just an indicator.

 

forest-spirit said:

And no, that's not enough to say that the music in Sonic required more than the Mario soundtrack. How can you know that the composers spent equal amount of time on their songs? What if one composer spends as much time on a single track that it takes the other to make ten tracks? Not saying that it is so but the possibility can't be ignored. Musicians also works in different ways. Some make more songs than they need and scrap the ones they don't want, while others work on exactly the amount of tracks they're supposed to make. And again, just because there's vocals doesn't mean that the effort is greater. I could sit down by the piano and write a song in 30 minutes if I wanted. The result probably wouldn't be the most groundbreaking work ever created but it would be a piece of vocal music done in 30 minutes.

How can you know whether Lady Gaga and Justin Bieber (or who is behind them) spent the same amount of time on their songs as Metalica or Foo Fighters?

 

forest-spirit said:

I really don't understand how you can write off design choices like that. We are talking video games here, aren't we? The composer(s) make the music needed by the game designers, and the amount/type of tracks varies from game to game. Going back to Sonic and Mario, Sega wanted Sonic to have that "cool factor", and the games and music were made with that in mind. It was a design choice. The pop music used in later Sega games were design choices, they choose music that fit with Sonic's image.

As for you last paragraph, the part about spending millions of euros on a game is plain silly. How many one man teams out there do you think have millions of euros at their disposal, and have the luxury to spend tons of man-hours on their games? You're taking a piss at a lot of indie developers with that one, as many of them have to settle for more simple graphics, gameplay, story etc. because they don't have the resources to spend on a grand project. You got to pay your bills somehow.

Choosing a small project doesn't automatically mean that you're not commited, unless you choose to be lazy. If you make a basic game and put all your efforts behind it you're just as commited to it as someone putting all their efforts into a bigger project. Your commitment isn't measured by the size of the project but by how much of yourself you invest into it.

 

You did not understand my point. If a certain design choice (even if it wasn't my choice) simplifies my work, I will have less work. I may not have asked for less work, but that's what going to happen.

Why should we only consider one-man-teams? Is there any reason for that? And no, I'm neither disregarding indie developers nor telling they're not committed. Some may have the greatest heart in this industry but I'm not talking about intentions, merit or dedication. I'm talking about commitment, and let me tell you that for me it's clear that 2 fully committed people show more commitment than 1. Therefore, commitment is scalable on its own variables (effort / time / money).



Prediction made in 14/01/2014 for 31/12/2020:      PS4: 100M      XOne: 70M      WiiU: 25M

Prediction made in 01/04/2016 for 31/12/2020:      PS4: 100M      XOne: 50M      WiiU: 18M

Prediction made in 15/04/2017 for 31/12/2020:      PS4: 90M      XOne: 40M      WiiU: 15M      Switch: 20M

Prediction made in 24/03/2018 for 31/12/2020:      PS4: 110M      XOne: 50M      WiiU: 14M      Switch: 65M